示例#1
0
        void UpdateCirclePatternSize()
        {
            if (_state == State.Initiating || _state == State.BlindCalibration)
            {
                _circlePatternSize = defaultCirclesPatternSize;
            }
            else
            {
                const int circlePatternSizeYMin = 7;
                const int desiredPixelsPerCirclePatternSegment = 25;                                               // 50px is recommended, but for a 720p camera, this will give too fex dots.
                float     desiredCirclePatternNumAspect        = _chessPatternSize.x / (_chessPatternSize.y) / 2f; // 3f / 4f / 2f;

                float patternDistance             = Vector3.Distance(_mainCamera.transform.position, _circlePatternTransform.position);
                float patternHeight               = _chessPatternTransform.localScale.y;
                float viewHeightAtPatternPosition = Mathf.Tan(_mainCamera.fieldOfView * Mathf.Deg2Rad * 0.5f) * patternDistance * 2;
                int   circlePatternPixelHeight    = (int)((patternHeight / viewHeightAtPatternPosition) * _cameraTexture.height);
                int   optimalPatternSizeY         = Mathf.Max(circlePatternSizeYMin, Mathf.FloorToInt(circlePatternPixelHeight / (float)desiredPixelsPerCirclePatternSegment));
                int   optimalPatternSizeX         = Mathf.FloorToInt(optimalPatternSizeY * desiredCirclePatternNumAspect);
                _circlePatternSize = TrackingToolsHelper.GetClosestValidPatternSize(new Vector2Int(optimalPatternSizeX, optimalPatternSizeY), TrackingToolsHelper.PatternType.AsymmetricCircleGrid);
            }

            _circlePatternPointCount = _circlePatternSize.x * _circlePatternSize.y;

            if (_circlePointsProjectorRenderImageMat != null && _circlePointsProjectorRenderImageMat.rows() == _circlePatternPointCount)
            {
                return;
            }

            if (_circlePointsProjectorRenderImageMat != null)
            {
                _circlePointsProjectorRenderImageMat.release();
            }
            if (_circlePointsRealModelMat != null)
            {
                _circlePointsRealModelMat.release();
            }
            if (_circlePointsDetectedWorldMat != null)
            {
                _circlePointsDetectedWorldMat.release();
            }
            _circlePointsProjectorRenderImageMat.alloc(_circlePatternPointCount);
            _circlePointsRealModelMat.alloc(_circlePatternPointCount);
            _circlePointsDetectedWorldMat.alloc(_circlePatternPointCount);

            // Render pattern to texture.
            _circlePatternBorderSizeUV = TrackingToolsHelper.RenderPattern(_circlePatternSize, TrackingToolsHelper.PatternType.AsymmetricCircleGrid, 2048, ref _circlePatternTexture, ref _patternRenderMaterial, circlePatternBorder, true);
            _circlePatternBoardMaterial.mainTexture = _circlePatternTexture;

            // Update transform to match.
            float circleTextureAspect = _circlePatternTexture.width / (float)_circlePatternTexture.height;
            float borderProportion    = (_circlePatternSize.y - 1 + 2f) / (_circlePatternSize.y - 1f);              // Asymmetric patttern tiles are half the height.

            _circlePatternTransform.localScale = new Vector3(circleTextureAspect, 1, 0) * _chessPatternTransform.localScale.y * borderProportion;

            if (_state == State.TrackedCalibration || _state == State.Testing)
            {
                _circlePatternTransform.localPosition = -Vector3.right * (_chessCirclePatternCenterOffset / 1000f);
            }
        }
示例#2
0
 // Start is called before the first frame update
 void Start()
 {
     //Anders magic number
     _drawingPlaceMat = new Mat(100, 150, CvType.CV_8UC4);
     _drawingPlaceMat.setTo(new Scalar(255, 255, 255));
     _imagePoints = new MatOfPoint2f();
     _imagePoints.alloc(4);
 }
示例#3
0
    void Start()
    {
        fishRd = GameObject.Find("fish").GetComponents <SkinnedMeshRenderer>()[0];
        // OpenCV matrices need to be allocated first to indicate size
        imagePoints = new MatOfPoint2f();
        imagePoints.alloc(4);

        /*
         * corner1 = GameObject.Find("corner1");
         * corner2 = GameObject.Find("corner2");
         * corner3 = GameObject.Find("corner2");
         * corner4 = GameObject.Find("corner2");
         */
    }
示例#4
0
    void Start()
    {
        fish    = GameObject.Find("Fish");
        corner1 = GameObject.Find("Corner1");
        corner2 = GameObject.Find("Corner2");
        corner3 = GameObject.Find("Corner3");
        corner4 = GameObject.Find("Corner4");

        imagePoints = new MatOfPoint2f();
        imagePoints.alloc(4);
        tex      = new Texture2D(2, 2);
        fileData = File.ReadAllBytes("Assets/_Templates/assignment2b/fish_tex.png");
        tex.LoadImage(fileData);
        unwarpedTextureClean = new Texture2D(width, height, TextureFormat.RGBA32, false);
    }
    //private Renderer rd;
    //public Texture2D tex;
    void Start()
    {
        texMat = MatDisplay.LoadRGBATexture("/models/dog_tex.png");
        // OpenCV matrices need to be allocated first to indicate size
        imagePoints = new MatOfPoint2f();
        imagePoints.alloc(4);

        // rd = GetComponents<SkinnedMeshRenderer>()[0];

        /*
         * corner1 = GameObject.Find("corner1");
         * corner2 = GameObject.Find("corner2");
         * corner3 = GameObject.Find("corner2");
         * corner4 = GameObject.Find("corner2");
         */
    }
示例#6
0
    void Update()
    {
        //Access camera image provided by Vuforia
        Image camImg = CameraDevice.Instance.GetCameraImage(Image.PIXEL_FORMAT.RGBA8888);

        if (camImg != null)
        {
            if (camImageMat == null)
            {
                //First time -> instantiate camera image specific data
                camImageMat = new Mat(camImg.Height, camImg.Width, CvType.CV_8UC4);  //Note: rows=height, cols=width
            }

            camImageMat.put(0, 0, camImg.Pixels);

            //Replace with your own projection matrix. This approach only uses fy.
            cam.fieldOfView = 2 * Mathf.Atan(camImg.Height * 0.5f / fy) * Mathf.Rad2Deg;

            Vector3 worldPnt1 = corner1.transform.position;
            Vector3 worldPnt2 = corner2.transform.position;
            Vector3 worldPnt3 = corner3.transform.position;
            Vector3 worldPnt4 = corner4.transform.position;

            //See lecture slides
            Matrix4x4 Rt = cam.transform.worldToLocalMatrix;
            Matrix4x4 A  = Matrix4x4.identity;
            A.m00 = fx;
            A.m11 = fy;
            A.m02 = cx;
            A.m12 = cy;

            Matrix4x4 worldToImage = A * Rt;

            Vector3 hUV1 = worldToImage.MultiplyPoint3x4(worldPnt1);
            Vector3 hUV2 = worldToImage.MultiplyPoint3x4(worldPnt2);
            Vector3 hUV3 = worldToImage.MultiplyPoint3x4(worldPnt3);
            Vector3 hUV4 = worldToImage.MultiplyPoint3x4(worldPnt4);

            //hUV are the image coordinates in 2D homogeneous coordinates, we need to normalize, i.e., divide by Z
            Vector2 uv1 = new Vector2(hUV1.x, hUV1.y) / hUV1.z;
            Vector2 uv2 = new Vector2(hUV2.x, hUV2.y) / hUV2.z;
            Vector2 uv3 = new Vector2(hUV3.x, hUV3.y) / hUV3.z;
            Vector2 uv4 = new Vector2(hUV4.x, hUV4.y) / hUV4.z;

            //don't forget to alloc before putting values into a MatOfPoint2f
            imagePoints.put(0, 0, uv1.x, camImg.Height - uv1.y);
            imagePoints.put(1, 0, uv2.x, camImg.Height - uv2.y);
            imagePoints.put(2, 0, uv3.x, camImg.Height - uv3.y);
            imagePoints.put(3, 0, uv4.x, camImg.Height - uv4.y);

            //Debug draw points
            Point imgPnt1 = new Point(imagePoints.get(0, 0));
            Point imgPnt2 = new Point(imagePoints.get(1, 0));
            Point imgPnt3 = new Point(imagePoints.get(2, 0));
            Point imgPnt4 = new Point(imagePoints.get(3, 0));
            Imgproc.circle(camImageMat, imgPnt1, 5, new Scalar(255, 0, 0, 255));
            Imgproc.circle(camImageMat, imgPnt2, 5, new Scalar(0, 255, 0, 255));
            Imgproc.circle(camImageMat, imgPnt3, 5, new Scalar(0, 0, 255, 255));
            Imgproc.circle(camImageMat, imgPnt4, 5, new Scalar(255, 255, 0, 255));
            Scalar lineCl = new Scalar(200, 120, 0, 160);
            Imgproc.line(camImageMat, imgPnt1, imgPnt2, lineCl);
            Imgproc.line(camImageMat, imgPnt2, imgPnt3, lineCl);
            Imgproc.line(camImageMat, imgPnt3, imgPnt4, lineCl);
            Imgproc.line(camImageMat, imgPnt4, imgPnt1, lineCl);


            var destPoints = new MatOfPoint2f();             // Creating a destination
            destPoints.alloc(4);
            destPoints.put(0, 0, width, 0);
            destPoints.put(1, 0, width, height);
            destPoints.put(2, 0, 0, height);
            destPoints.put(3, 0, 0, 0);

            var homography = Calib3d.findHomography(imagePoints, destPoints);             // Finding the image

            Imgproc.warpPerspective(camImageMat, destPoints, homography, new Size(camImageMat.width(), camImageMat.height()));

            unwarpedTexture = unwarpedTextureClean;

            MatDisplay.MatToTexture(destPoints, ref unwarpedTexture);             // Take output and transform into texture

            if (Input.GetKey("space"))
            {
                fish.GetComponent <Renderer>().material.mainTexture = unwarpedTexture;
            }
            else
            {
                fish.GetComponent <Renderer>().material.mainTexture = tex;
            }

            MatDisplay.DisplayMat(destPoints, MatDisplaySettings.BOTTOM_LEFT);
            MatDisplay.DisplayMat(camImageMat, MatDisplaySettings.FULL_BACKGROUND);
        }
    }
示例#7
0
        void Awake()
        {
            // Create UI.
            if (!_containerUI)
            {
                _containerUI = new GameObject("CameraPoser").AddComponent <RectTransform>();
                _containerUI.transform.SetParent(_canvas.transform);
            }
            CanvasGroup wrapperGroup = _containerUI.GetComponent <CanvasGroup>();

            if (!wrapperGroup)
            {
                wrapperGroup = _containerUI.gameObject.AddComponent <CanvasGroup>();
            }
            wrapperGroup.alpha = _alpha;
            Image backgroundImage = new GameObject("Background").AddComponent <Image>();

            backgroundImage.transform.SetParent(_containerUI.transform);
            _rawImageUI = new GameObject("CameraImage").AddComponent <RawImage>();
            _rawImageUI.transform.SetParent(_containerUI.transform);
            _rawImageUI.uvRect         = _flipTexture ? new UnityEngine.Rect(0, 1, 1, -1) : new UnityEngine.Rect(0, 0, 1, 1);
            _rawImageRect              = _rawImageUI.GetComponent <RectTransform>();
            _uiMaterial                = new Material(Shader.Find("Hidden/SingleChannelTexture"));
            _rawImageUI.material       = _uiMaterial;
            _aspectFitterUI            = _rawImageUI.gameObject.AddComponent <AspectRatioFitter>();
            _aspectFitterUI.aspectMode = AspectRatioFitter.AspectMode.HeightControlsWidth;
            backgroundImage.color      = Color.black;
            ExpandRectTransform(_containerUI);
            ExpandRectTransform(backgroundImage.GetComponent <RectTransform>());
            ExpandRectTransform(_rawImageRect);
            _userPointRects  = new RectTransform[pointCount];
            _userPointImages = new Image[pointCount];
            for (int p = 0; p < pointCount; p++)
            {
                GameObject pointObject = new GameObject("Point" + p);
                pointObject.transform.SetParent(_rawImageRect);
                Image pointImage = pointObject.AddComponent <Image>();
                pointImage.color = Color.cyan;
                RectTransform pointRect = pointObject.GetComponent <RectTransform>();
                pointRect.sizeDelta = Vector2.one * 5;
                SetAnchoredPosition(pointRect, defaultPointPositions[p]);
                pointRect.anchoredPosition = Vector3.zero;
                Text pointLabel = new GameObject("Label").AddComponent <Text>();
                pointLabel.text = p.ToString();
                pointLabel.transform.SetParent(pointRect);
                pointLabel.rectTransform.anchoredPosition = Vector2.zero;
                pointLabel.rectTransform.sizeDelta        = new Vector2(_fontSize, _fontSize) * 2;
                pointLabel.font     = _font;
                pointLabel.fontSize = _fontSize;
                _userPointRects[p]  = pointRect;
                _userPointImages[p] = pointImage;
            }

            // Hide.
            //if( !_interactable ) _containerUI.transform.gameObject.SetActive( false );

            // Prepare OpenCV.
            _noDistCoeffs         = new MatOfDouble(new double[] { 0, 0, 0, 0 });
            _rVec                 = new Mat();
            _tVec                 = new Mat();
            _anchorPointsImage    = new Point[pointCount];
            _anchorPointsWorld    = new Point3[pointCount];
            _anchorPointsImageMat = new MatOfPoint2f();
            _anchorPointsWorldMat = new MatOfPoint3f();
            _anchorPointsImageMat.alloc(pointCount);
            _anchorPointsWorldMat.alloc(pointCount);
            for (int p = 0; p < pointCount; p++)
            {
                _anchorPointsImage[p] = new Point();
                _anchorPointsWorld[p] = new Point3();
            }

            // Load files.
            if (Intrinsics.TryLoadFromFile(_intrinsicsFileName, out _intrinsics))
            {
                enabled = false;
                return;
            }
            LoadCircleAnchorPoints();

            // Update variables.
            if (!Application.isEditor)
            {
                OnValidate();
            }
        }
示例#8
0
    void Update()
    {
        // Camera image from Vuforia
        Image camImg = CameraDevice.Instance.GetCameraImage(PIXEL_FORMAT.RGBA8888);

        if (camImg != null && camImg.Height > 0)
        {
            if (camImageMat == null)
            {
                // Vuforia seems to enforce a resolution of width=640px for any camera
                Debug.Log("rows: " + camImg.Height + ", cols: " + camImg.Width);
                camImageMat = new Mat(camImg.Height, camImg.Width, CvType.CV_8UC4);
            }

            // Put Vuforia camera feed pixels into OpenCV display matrix
            camImageMat.put(0, 0, camImg.Pixels);


            // DEBUG TEST: In OpenCV, we operate in screen coordinates (pixels),
            // and we know the resolution of the Vuforia camera
            // Here, we draw a red circle in screen space using OpenCV
            //Imgproc.circle(camImageMat, new Point(300, 200), 20, new Scalar(255, 0, 0, 128));


            //---- <THIS IS WHERE THE CORNER PROJECTION BEGINS> ----

            // Get corner's position in world coordinates
            Matrix4x4 m1        = corner1.transform.localToWorldMatrix;
            Matrix4x4 m2        = corner2.transform.localToWorldMatrix;
            Matrix4x4 m3        = corner3.transform.localToWorldMatrix;
            Matrix4x4 m4        = corner4.transform.localToWorldMatrix;
            Vector3   worldPnt1 = m1.MultiplyPoint3x4(corner1.transform.position);
            Vector3   worldPnt2 = m2.MultiplyPoint3x4(corner2.transform.position);
            Vector3   worldPnt3 = m3.MultiplyPoint3x4(corner3.transform.position);
            Vector3   worldPnt4 = m4.MultiplyPoint3x4(corner4.transform.position);

            // Matrix that goes from world to the camera coordinate system
            Matrix4x4 Rt = cam.transform.worldToLocalMatrix;

            // Camera intrinsics
            Matrix4x4 A = Matrix4x4.identity;
            A.m00 = fx;
            A.m11 = fy;
            A.m02 = cx;
            A.m12 = cy;
            //see cheat sheet

            Matrix4x4 worldToImage = A * Rt;

            Vector3 hUV1 = worldToImage.MultiplyPoint3x4(worldPnt1);
            Vector3 hUV2 = worldToImage.MultiplyPoint3x4(worldPnt2);
            Vector3 hUV3 = worldToImage.MultiplyPoint3x4(worldPnt3);
            Vector3 hUV4 = worldToImage.MultiplyPoint3x4(worldPnt4);

            // Remember that we dealing with homogeneous coordinates.
            // Here we normalize them to get Image coordinates
            Vector2 uv1 = new Vector2(hUV1.x, hUV1.y) / hUV1.z;
            Vector2 uv2 = new Vector2(hUV2.x, hUV2.y) / hUV2.z;
            Vector2 uv3 = new Vector2(hUV3.x, hUV3.y) / hUV3.z;
            Vector2 uv4 = new Vector2(hUV4.x, hUV4.y) / hUV4.z;

            // We flip the v-coordinate of our image points to make the Unity (Vuforia) data compatible with OpenCV
            // Remember that in OpenCV the (0,0) pos is in the top left corner in contrast to the bottom left corner
            float maxV = camImg.Height - 1; // The -1 is because pixel coordinates are 0-indexed
            imagePoints.put(0, 0, uv1.x, maxV - uv1.y);
            imagePoints.put(1, 0, uv2.x, maxV - uv2.y);
            imagePoints.put(2, 0, uv3.x, maxV - uv3.y);
            imagePoints.put(3, 0, uv4.x, maxV - uv4.y);

            Point imgPnt1 = new Point(imagePoints.get(0, 0));
            Point imgPnt2 = new Point(imagePoints.get(1, 0));
            Point imgPnt3 = new Point(imagePoints.get(2, 0));
            Point imgPnt4 = new Point(imagePoints.get(3, 0));

            //For debug. Show if impPnti found the right position in img coordinate
            Imgproc.circle(camImageMat, imgPnt1, 10, new Scalar(255, 0, 0, 200), 5);
            Imgproc.circle(camImageMat, imgPnt2, 20, new Scalar(255, 255, 0, 255), 5);
            Imgproc.circle(camImageMat, imgPnt3, 30, new Scalar(0, 255, 0, 255), 5);
            Imgproc.circle(camImageMat, imgPnt4, 40, new Scalar(0, 0, 255, 255), 4);


            MatOfPoint2f unwarpPoints;
            unwarpPoints = new MatOfPoint2f();
            unwarpPoints.alloc(4);
            //according to the resolution
            unwarpPoints.put(0, 0, 0, 0);
            unwarpPoints.put(1, 0, 0, 442);
            unwarpPoints.put(2, 0, 442, 442);
            unwarpPoints.put(3, 0, 442, 0);
            //compute homography matrix

            Mat H    = Calib3d.findHomography(imagePoints, unwarpPoints);
            Mat Hinv = H.inv();
            Mat dst  = new Mat(442, 442, CvType.CV_8UC4);
            texMat = MatDisplay.LoadRGBATexture("/models/dog_tex.png");
            Imgproc.warpPerspective(texMat, dst, Hinv, new Size(442, 442));

            // MatDisplay.MatToTexture(dst, ref tex);
            //rd.material.mainTexture = tex;
            //Debug.Log(imgPnt2);
            //Debug.Log(imgPnt2);
            //---- </THIS IS WHERE THE CORNER PROJECTION ENDS> ----
            // Display the Mat that includes video feed and debug points
            // Do not forget to disable Vuforia's video background and change your aspect ratio to 4:3!
            MatDisplay.DisplayMat(camImageMat, MatDisplaySettings.FULL_BACKGROUND);



            //---- MATCH INTRINSICS OF REAL CAMERA AND PROJECTION MATRIX OF VIRTUAL CAMERA ----
            // See lecture slides for why this formular works.
            cam.fieldOfView = 2 * Mathf.Atan(camImg.Height * 0.5f / fy) * Mathf.Rad2Deg;
        }
    }